Saturday, November 23, 2013

Another excellent idea and a cool table over at Elfmaids and Octopi has inspired me. Handbills, and pamphlets for the game table as a means of providing the players with rumors, clues, and outright lies that will tell them something about the campaign at a pace the players may care to deal with or not. No long interruption in play, no long campaign doc to mine for tid-bits, just the occasional bill or pamphlet laying on the game table.

I was fiddling with the Dr. Who anniversary google doodle just now, it's a tiny little video maze game where you have to navigate the Doctor through little mazes populated by daleks and a few other Whovian menaces. I started with the 1st doctor and each time you get zapped you play the next doctor up the line: I prevailed with the 10th doctor, I foolishly thought number 4 could beat the daleks yet again.
My Teenage Daughter is a big Dr. who fan (she's going to a Dr, who party tonight), she's playing on her computer and has managed to get all the doctors killed.

Wednesday, November 20, 2013

Here are 50 undead creatures created to menace swordsmen and sorcerers on Mog, The WeirdLands and elsewhere.

Feral Shade HD:6 AC:5[14] Mv:9 Attacks:2 for 1-3
Special:diseaseThe Feral Shade are known to be found wandering on moonless
nights.This Shade will reanimate in1-4 Hours unless it's remains
are buried. They seek to destory holy symbols dedicated toBlaug King of Toads and Vermin. They will
readily flee clerics ofRax The Stomach
of the Bear and the Dog. They save at -4 vs spells cast by clerics ofSoalaz The Demon Prince of Pain.

Gaunt Warrior HD:4 AC:8[11] Mv:9 Attacks:3 for 1-4
Special:CON Drain, Infection
The Gaunt Warrior is often wandering within shadows.They
avoid singing. Piercing weapons inflict double damage. Those who are infected
are driven insane with doom-filled visions losing 1 pt of WIS each hour. This
Warrior will reanimate in a month unless it's remains are buried on consecrated
ground.

Leprous Phantom HD:1 AC:9[10] Mv:9(fly 9) Attacks:1 for 1-6
Special: Corruption
The Floating Leprous Phantom can be found wandering on
moonless nights. They tend to avoid chanting. Those who are corrupted can only
heal naturally for a year. They speak blasphemies that will enrage clerics ofDas The Demon Lord of Gates. Inflictions
caused by these horrors can only be treated by clerics ofVort The Winter Wind.

Weeping Remains HD:4 AC:5[14] Mv:9(fly 12) Attacks:1 for 1-6
Special:paralysis
The Bone-winged Weeping Remains is often seen wandering in
alleys.

Ghostly Codger HD:3 AC:7[12] Mv:6(fly 9) Attacks:Special
Special:rot, Create Spawn
The Bone-winged Ghostly Codger may be chanced upon in
wandering crumbling ruins and within shadows. They are harmed by strongly
presented holy-symbols and holy water. Those who are killed returning as a half
strength Ghostly Codger in a 2-12 rounds unless the victim is anointed with
holy oil. This Codger will reanimate in 2-12 rounds unless it's remains are
mouth is stuffed with garlic. They seek to feed on those who have sinned
against Yalm The Roots of the Forest. Inflictions caused by these horrors can
only be treated by clerics ofSoalaz The
Demon Prince of Pain.

Cadaverous Skeleton HD:1 AC:8[11] Mv:9(fly 12) Attacks:1 for
1-8 Special:CHA Drain, BlightThe Bat-winged Cadaverous Skeleton is often wandering tombs.They
are driven off by chanting. Blessed weapons inflict double damage. Those who
are blighted waste away losing 1 pt CON each month. They seek to destroy holy
symbols dedicated toMol The Blind Seer.
They preach heresies that will shake the faith of those who followMaster of the Purple Moons.

Wizened Noble HD:2 AC:9[10] Mv:6 Attacks:2 for 1-3 Special:Create
Spawn
The Wizened Noble are known to be found wandering
battlefields and during foggy nights. They are driven off by singing. Magical weapons of +2 or
better will hit them. Those who are slain become a lesser undead of DM's choice
1-4 Hours unless the victim is anointed with holy oil and set ablaze. This
Noble will reanimate in 2-12 rounds unless it's remains are anointed with holy
oil and set ablaze.

Hopping Beast HD:6 AC:6[13] Mv:18(fly 27) Attacks:1 for 1-10
Special:CurseThe Hawk-winged Hopping Beast may be chanced upon in
wandering in desecrated temples. Edged weapons only inflict 1/2 damage. Those who are cursed
will heal at half the normal rate month. This Beast will reanimate in three days unless it's remains
are washed in running water.

Moaning Horse HD:6 AC:7[12] Mv:18(fly 24) Attacks:1 for 1-8
Special:WIS DrainThe Owl-winged Moaning Horse are known to be found wandering
graveyards. They are vulnerable when exposed to holy water and salt. Piercing
weapons will not harm them. This Horse will reanimate ina year unless it's remains are
cremated and the ashes scattered to the four winds. Wounds caused by these
horrors will not respond to the magics ofBlaug King of Toads and Vermin. They preach heresies that will shake the
faith of those who followThe Dreaming
King. They suffer but half the impact of spells cast by clerics ofThe Master of the Purple Moons.

Whispering Corpse HD:3 AC:7[12] Mv:6 Attacks:1 for 1-3
Special:Blindness, Create Spawn
The Whispering Corpse is often wandering alleys. They avoid
salt and bells. Silver weapons are needed to harm them. Those who are overcome
become a lesser undead of DM's choice three days unless the victim is washed in
running water. This Corpse will reanimate during the next full moon unless it's
remains are buried upside-down. They will readily flee clerics of Abem The Lord of Ancient Lore. They seek to
feed on those who have sinned against Brunhiltha The Valkyrie Matron.

Loosely Wrapped Noble HD:7 AC:5[14] Mv:9(fly 15) Attacks:2
for 1-8 Special:Blindness, Create Spawn
The Demon-winged Loosely Wrapped Noble can be found
wandering in darkness. They are repulsed by singing and sunlight. Edged weapons
inflict double damage. Those who are defeated become a lesser undead of DM's
choice a year unless the victim is buried upside-down. This Noble will
reanimate inunless it's remains
are cremated and the ashes buried on consecrated ground.

Shrouded Child HD:4 AC:7[12] Mv:6(fly 12) Attacks:1 for 1-4
Special:weakness, Create Spawn
The Demon-winged Shrouded Child can be found wandering
within shadows. They flee sunlight and strongly presented holy-symbols.
Edged weapons only inflict minimum damage. Those who are overcome reanimate as a Shrouded Child in a
day unless the victim is washed in running water. This Child will reanimate the
evening of the next full moon unless it's remains are buried on consecrated
ground. They have no resistance to spells cast by the clerics ofVort The Winter Wind. Inflictions caused by
these horrors can only be treated by clerics ofObernoth the Elf King.

Shambling Beast HD:6 AC:6[13] Mv:9(fly 12) Attacks:3 for 1-4
Special: Create Spawn
The Bat-winged Shambling Beast may be chanced upon in
wandering at night. They are vulnerable when exposed to strongly presented
holy-symbols. Those who are disemboweled become a lesser undead of DM's choice in
a day unless the victim is cremated and the ashes scattered to the four winds. This
Beast will reanimate in a day unless it's remains are beheaded. They are immune
to spells cast by clerics ofThe Knights
of the Seven Swords. They are unable to enter areas consecrated toThe Master of the Purple Moons.

Bloated Remains HD:2 AC:7[12] Mv:6 Attacks:2 for 1-4
Special:paralysis, Blight
The Bloated Remains are encountered wandering on lonely
roads. Those who are blighted will heal at half the normal rate month. This
Remains will reanimate in a year unless washed in running water. They seek to
feed on those who have sinned againstQueen of the Yellow Planet. These horrors can harm but not slay the
followers ofDas The Demon Lord of
Gates.

Bloody Child HD:4 AC:8[11] Mv:6(fly 6) Attacks:1 for 1-3
Special:see below
The Moth-winged Bloody Child are known to be found wandering
in darkness. They flee flames and poems. Blunt weapons only inflict 1/2 damage.
The Child will reanimate in 2-12 rounds unless it's remains are cremated and
the ashes scattered to the four winds.

Gaunt Crone HD:4 AC:7[12] Mv:9 Attacks:1 for 1-8
Special:nightmares, Create Spawn
The Gaunt Crone are known to be found wandering at night. They
are harmed by chanting and silver. Those who are eviscerated become a lesser
undead of DM's choice unless the victim is washed in running water.. This Crone
will reanimate in 2-7 rounds unless it's remains are cremated and the ashes
scattered to the four winds.

Grim Shade HD:5 AC:7[12] Mv:9 Attacks:Special
Special:disease, Blight
The Grim Shade can be found wandering tombs. They are harmed
by sunlight and holy water. Wooden arms will hit them. Those who are blighted
weaken losing 1 pr STR each season. This Shade will reanimate in a month unless
it's remains are washed in running water. These horrors can harm but not slay
the followers ofVort The Winter Wind. They
seek to desecrate the temples and altars dedicated toThe Queen of the Yellow Planet.

Winged Grim Shade HD:6 AC:4[15] Mv:9(fly 9) Attacks:2 for 1-3
Special:Curse
The Moth-winged Grim Shade is often wandering crumbling
ruins and within shadows.They are vulnerable when exposed to sunlight and
silver. Magical weapons of +2 or better only inflict 1/2 damage. Those who are
cursed can only heal naturally month. This Shade will reanimate in 2-7 rounds
unless it's remains are buried on consecrated ground. They seek to destroy holy
symbols dedicated to The Warden of the
Prison Plane. They will readily flee clerics ofYvrak the Scream in the Night.

Skeletal Crone HD:2 AC:8[11] Mv:9 Attacks:3 for 1-4 Special:disease,
Create Spawn
The Skeletal Crone can be found wandering crumbling ruins
and in darkness. They are repulsed by sunlight. Piercing weapons are needed to
harm them. Those who are defeated reanimate as a Skeletal Crone in 2-12 hours unless the
victim is beheaded and buried on hallowed land. This Crone will reanimate
in a week unless it's remains are
cremated and the ashes scattered to the four winds.

Veiled Figure HD:1 AC:9[10] Mv:9 Attacks:2 for 1-3
Special:paralysis, Create Spawn
The Veiled Figure may be chanced upon in wandering
graveyards. They avoid chanting. Blunt weapons will hit them. Those who are
slain become a lesser undead of DM's choice next new moon unless the victim is
beheaded.. This Figure will reanimate on the next full moon unless it's remains
are anointed with holy oil and set ablaze.

Crawling Beast HD:8 AC:2[17] Mv:6 Attacks:1 for 1-10
Special:sickness, InfectionThe Crawling Beast is often wandering within shadows. They
avoid strongly presented holy-symbols and garlic. Edged weapons are needed to
harm them. Those who are infected will heal at half the normal rate year. This
Beast will reanimate in 1-4 Hours unless it's mouth is stuffed with salt.

Bloody Skull HD:2 AC:9[10] Mv:6(fly 9) Attacks:1 for 1-6
Special:sickness, CurseThe Raven-winged Bloody Skull may be chanced upon in
wandering within shadows. They are vulnerable when exposed to strongly
presented holy-symbols. Magical weapons only inflict 1/2 damage. Those who are
cursed can only heal naturally day. This Skull will reanimate in 2-12 rounds
unless it's remains are anointed with holy oil and set ablaze.

Black Skeleton HD:1 AC:8[11] Mv:9(fly 9) Attacks:
Special:CHA Drain, Blight
The Moth-winged Black Skeleton may be chanced upon in
wandering during foggy nights. They flee singing. Those who are blighted weaken
losing 1 pr STR each round. They will readily flee clerics of Sattos The Watcher in the Sky. They speak
blasphemies that will enrage clerics ofBlaug
King of Toads and Vermin. They preach heresies that will shake the faith of those
who followThe Emperor of the Dragon
Stars.

Feral Hound HD:4 AC:6[13] Mv:15(fly 15) Attacks:1 for 1-10
Special: Create Spawn
The Floating Feral Hound can be found wandering within
shadows. They are vulnerable when exposed to bells. Silver weapons will hit
them. Those who are killed reanimate as a Feral Hound in a 1-4 Hours unless the
victim is buried upside-down.

Rotting Woman HD:2 AC:8[11] Mv:9 Attacks:2 for 1-3
Special:sicknesThe Rotting Woman is
often wandering in abandoned homes. They are harmed by singing. Piercing weapons
are needed to harm them. This Woman will reanimate in 2-12 hours unless it's remains
are buried upside-down. They are unable to enter portals warded by the sigil
ofBrunhiltha The Valkyrie Matron. They
have no resistance to spells cast by the clerics ofVort The Winter Wind. They will teach secrets
to clerics ofGarum Keeper of the
Secrets of Stone.

Wizened Mummy HD:7 AC:4[15] Mv:3 Attacks:2 for 1-4
Special:sickness
The Wizened Mummy are known to be found wandering crumbling
ruins and on lonely roads. They avoid salt and sunlight. Wooden arms are needed
to harm them. This Mummy will reanimate in1-4 Hours unless its remains are
beheaded.

Bloody Revenant HD:1 AC:8[11] Mv:9 Attacks:3 for 1-4
Special:Aging
The Bloody Revenant are encountered wandering crumbling
ruins and during foggy nights. They are weakened by running water and silver. Wooden
arms will not harm them.

Ghostly Warrior HD:4 AC:8[11] Mv:9 Attacks:1 for 1-3
Special:paralysis, Create Spawn
The Ghostly Warrior is usually seen wandering at night. Wooden
arms are needed to harm them. Those who are sacrificed become a lesser undead
of DM's choice next full moon unless the victim is cremated and the ashes
scattered to the four winds. They eagerly attack clerics and followers ofBrunhiltha The Valkyrie Matron. They speak
blasphemies that will enrage clerics ofThe Knights of the Seven Swords.

Feral Oracle HD:8 AC:2[17] Mv:9 Attacks:2 for 1-3
Special:paralysis, Create Spawn
The Feral Oracle are encountered wandering crumbling ruins. They
avoid bells. Silver weapons only inflict 1/2 damage. Those who are defeated
reanimate as aFeral Oracle in a 2-12 hoursunless the victim is beheaded with a
blessed weapon.. This Oracle will reanimate in 2-7 rounds unless buried on consecrated
ground.

Wizened Beast HD:6 AC:6[13] Mv:9 Attacks:2 for 1-4
Special:sleep, Infection
The Wizened Beast is usually seen wandering crumbling ruins
and crypts. They are vulnerable when exposed to chanting. Those who are
infected suffer terrible palsy inflicting 1 pt DEX every week. They are immune
to spells cast by clerics ofBhaghates The
Opener of Windows and Doors. They seek to desecrate the temples and altars
dedicated toSoalaz The Demon Prince of
Pain. They speak blasphemies that will enrage clerics of Sattos The Watcher in the Sky.

Muttering Cadaver HD:3 AC:8[11] Mv:9(fly 15) Attacks:2 for
1-4 Special:Blindness, Create Spawn
The Demon-winged Muttering Cadaver may be chanced upon in
wandering in darkness. Blessed weapons will hit them. Those who are defeated
reanimate as a Muttering Cadaver in a 1-4 Hours unless the victim is washed in
running water. This Cadaver will reanimate in 2-7 rounds unless it's remains
are washed in running water. They are unable to enter portals warded by the
sigil of Zanatha of the Hundred Deaths. They
preach heresies that will shake the faith of those who followRax The Stomach of the Bear and the Dog. Regardless
of noted properties these undead are always vulnerable to the followers ofRax The Stomach of the Bear and the Dog.

Wizened Hound HD:3 AC:7[12] Mv:12(fly 12) Attacks:1 for 1-4
Special:nightmares, Curse
The Floating Wizened Hound can be found wandering crumbling
ruins and on moonless nights. They are harmed by silver. Magical weapons
inflict double damage. Those who are cursed waste away losing 1 pt CON each
week. This Hound will reanimate on the next full moon unless it's remains are
cremated and the ashes scattered to the four winds.

Whispering Child HD:5 AC:5[14] Mv:6 Attacks:2 for 1-3
Special: Create Spawn
The Whispering Child are encountered wandering alleys. They
are vulnerable when exposed to holy water.Magical weapons of +2 or better
inflict double damage. Those who are disemboweled reanimate as a Whispering
Child in 2-7 rounds unless the victim is beheaded.. This Child will reanimate
inthree days unless the
mouth is stuffed with salt.

Bloated Hound HD:1 AC:9[10] Mv:12 Attacks: Special:WIS Drain
The Bloated Hound may be chanced upon in wandering in
abandoned homes. They tend to avoid sunlight and bells. Magical weapons will
not harm them. They suffer but half the impact of spells cast by clerics ofDas The Demon Lord of Gates. They seek to destroy
holy symbols dedicated toVort The
Winter Wind. These horrors can harm but not slay the followers ofAbem The Lord of Ancient Lore.

Leprous Saint HD:5 AC:7[12] Mv:9(fly 12) Attacks:2 for 1-3
Special:none
The Raven-winged Leprous Saint may be chanced upon in
wandering battlefields and in abandoned homes. They flee holy water and garlic.
This Saint will reanimate inunless it's
remains are mouth is stuffed with salt.

Wizened Cadaver HD:4 AC:6[13] Mv:6 Attacks:1 for 1-8
Special:sleep
The Wizened Cadaver is usually seen wandering in abandoned
homes. They are repulsed by holy water and chanting. Blessed weapons will hit
them. This Cadaver will reanimate inone
day unless it's remains are beheaded and buried on hallowed land.

Bloody Child HD:1 AC:9[10] Mv:6 Attacks:1 for 1-8
Special:BlindnessThe Bloody Child is
usually seen wandering at night. They are repulsed by running water. Piercing
weapons will not harm them. This Child will reanimate in 2-12 turns unless it's
remains are mouth is stuffed with garlic. They preach heresies that will shake
the faith of those who followVort The
Winter Wind. They seek to destroy holy symbols dedicated toObernoth the Elf King.

Crawling Warrior HD:6 AC:7[12] Mv:3 Attacks:1 for 1-4
Special:sickness, Create Spawn
The Crawling Warrior can be found wandering on lonely roads.
They tend to avoid strongly presented holy-symbols and running water. Magical
weapons of +2 or better only inflict 1/2 damage. Those who are defeated become
a lesser undead of DM's choice day unless the victim is mouth is stuffed with
garlic.

Dessicated Revenant HD:3 AC:7[12] Mv:9(fly 9) Attacks:1 for
1-6 Special:Create Spawn
The Moth-winged Desicated Revenant is often wandering within
shadows. They tend to avoid strongly presented holy-symbols and salt. Edged
weapons will not harm them. Those who are disemboweled reanimate as a Desiccated
Revenant in an hour unless the victim is beheaded..

Moaning Figure HD:7 AC:5[14] Mv:9 Attacks:2 for 1-3
Special:Create Spawn
The Moaning Figure is often wandering in darkness. They are
vulnerable when exposed to flames .Silver weapons will hit them. Those who are
defeated become a lesser undead of DM's choice 2-12 rounds unless the victim is
beheaded and buried on hallowed land..

Feral Hound HD:5 AC:7[12] Mv:15(fly 18) Attacks:1 for 1-6
Special:slow, Create Spawn
The Bone-winged Feral Hound is often wandering tombs. They tend
to avoid sunlight and salt. Those who are disemboweled returning as a half strength
Feral Hound in a 2-12 turns unless the victim is cremated and the ashed buried
on consecrated ground.. This Hound will reanimate in 2-7 rounds unless it's
remains are beheaded. They save at -4 vs spells cast by clerics ofThe Fates. They preach heresies that will
shake the faith of those who followDas
The Demon Lord of Gates.

Leprous Crone HD:5 AC:6[13] Mv:9 Attacks:Special
Special:sleep, Infection
The Leprous Crone are encountered wandering tombs. Edged
weapons inflict double damage.
Those who are infected cannot heal natural day. This Crone will
reanimate on the next new moon unless it's remains are mouth is stuffed with
salt. Regardless of noted properties these undead are always vulnerable to the
followers ofEmperor of the Dragon
Stars. They are unable to enter areas consecrated toThe Knights of the Seven Swords. They will
readily flee clerics ofGarum Keeper of
the Secrets of Stone.

Whispering Beast HD:7 AC:7[12] Mv:12 Attacks:2 for 1-4
Special:see below
The Whispering Beast are known to be found wandering
graveyards. They are harmed by holy water and sunlight. Wooden arms only
inflict 1/2 damage.

Cadaverous Knight HD:8 AC:4[15] Mv:6 Attacks:1 for 1-6
Special:Aging, Create Spawn
The Cadaverous Knight can be found wandering alleys. They
are repulsed by silver. Those who are slain become a lesser undead of DM's
choice in a day unless the victim is cremated and the ashes buried on
consecrated ground.. This Knight will reanimate in a week unless it's remains
are buried on consecrated ground.

Maggoty Reaper HD:5 AC:6[13] Mv:10 Attacks:2 for 1-8
Special:paralysis, Create Spawn
The Maggoty Reaper is often wandering within shadows. They
are driven off by running water and silver. Piercing weapons inflict double
damage. Those who are overcome become a lesser undead of DM's choice 2-12 turns
unless the victim is cremated and the ashes scattered to the four winds. This
Reaper will reanimate in 2-7 rounds unless it's remains are buried upside-down.
They save at -4 vs spells cast by clerics of Sattos The Watcher in the Sky. They preach
heresies that will shake the faith of those who followBrunhiltha The Valkyrie Matron. They will
readily flee clerics ofGarum Keeper of
the Secrets of Stone.

Muttering Skeleton HD:1 AC:8[11] Mv:9 Attacks:Special
Special:STR Drain, Create Spawn
The Muttering Skeleton can be found wandering crumbling
ruins and on moonless nights. Those who are sacrificed return as a half strength
Muttering Skeleton on the next new moon unless the victim is splashed with holy
water. This Skeleton will reanimate in2-12
rounds unless it's remains are beheaded and buried on hallowed land.

------

The above are a very edited run from a monster generator I've been working on (along with a treasure generator) to help me populate the WeirdLands Hexcrawl.

Weeping Saint HD:5 AC:5[14] Mv:9(fly 18) Attacks:1 for 1-8 Special:AgingThe Hawk-winged Weeping Saint is usually seen wandering battlefields and within shadows.They are harmed by chanting and holy water.

If HP score is greater then the negative of character level,
apply that as modifier to roll. (i.e. 3rd level character gets
normal save chance at 0 to 3 hp, if knocked to -4 subtract 4 from the survival
roll.)

Knocked Down: Adjacent foes may get a free attack. Takes a
whole round to get up, anything carried was dropped.

Stunned: incapacitated until a save is made, check at end of
each following round.

Knocked Out: will not revive for 2-7 turns.(20-70 rounds)

Serious Wound: Healing spells under 3rd level
will not restore HP loss from this wound. Stunned until end of next round.

Crippling Wound: Lose limb and 1d4 ability points.

Grievous Wound: Incapacitated. Lose 1 ability point and
helpless for 2-12 weeks, a serious
wound. If an arm or Leg hit make another save or lose the limb in not treated
within duration of recovery( Lose 1 Ability point if limb lost to this wound).

Gonna Die: You are going to die unless someone bandages you up. Lose 1d4 Ability points. Dead in 2-12 rounds. If an arm or Leg hit lose the limb
unless healing magic of 3rd level or higher restores all hp lost to
this wound before rounds are done. Make save to remain conscious during your grim death any actions you take while dying are at-4.

Coma: Knocked out really badly. Immediately lose 1 ability
point. Make a save after each week to recover. For each week in Coma lose 1
Ability point. Only exceptional healing that restores all HP loss to wound on
one roll will relieve coma.

Death: dead right away.

Helm save X or Y: make a helmet save if you have one
on,suffer X on successful save or Y on
failed save.

Shield save X or Y: make a shield save if you have one
on, suffer X on successful save or Y on failed save. Shield save only allowed if attack from shielded side.

Ability Point Loss is permanent unless restored by powerful
magic or super-science.

Arm or Leg wound ability loss is STR or DEX 50/50 either

Torso wound ability score loss is STR or CON 50/50 of either

Head wound ability score loss is INT or WIS 50/50 of either.
Except for coma.

Helpless characters may moan and weakly communicate, they
may not take action, or cast spells. Any saves they are forced to make against
attacks in this condition are made with 1d10 rolls instead of d20’s.

So what levels are encounters in the wilderness? Really...how tough a hexcrawl or more open wilderness is matters a lot on expectations set up when initially populated. The OD&D wilderness charts were full of party-killers unless folks were name level and/or very large groups as was the Expert booklet version of the game. AD&D was a little softer on folks as it used the monster frequency to some extent, walking from town to town was still pretty dangerous.

An OD&D scale of danger looks like the average wilderness journeyer was about 9th level so there we are level 9 wilderness. This creates issues with expectations of the game but it also explains why dungeons are still out there all the high-level characters are constantly busy clearing the area around their castles but also reduced the plausible likely-hood of going to the market and buying anything.

Let's say you have a half dozen cows you'd like to take to the nearest town to sell, what's the chance you'll survive and get the cows there? If you have a 1 in 6 chance of a risky encounter traveling to a neighboring town and there is a 1 in 12 chance of a red dragon... that's a 1.39% chance of bar-b-q cows., not to mention how likely wolves, bears, orcs, bandits, and trolls are going to eat the cows instead. Maybe the chance of death and destruction on travels sets the crazy D&D prices.

For me the general level of a wilderness/outdoor area is sort fo a solution or at least necessary figure to keep in mind. If a wilderness is setup to be 6th level more then 50% of encounters would be with 6th level/HD or less creatures.
2d6 encounter table for level 6 wilderness
2. 1 HD
3. 2 HD
4. 3 HD
5. 4 HD
6. 5 HD
7. 6HD
8. 7 HD
9. 8 HD
10. 9 HD
11. 10 HD
12. 11 HD or more

Keep in mind this is setting level not player level. If you have a 6th level wilderness a walk in the wilds is full of challenging adventures for a 6th level party, a death trap for 1st level, not a substantial threat for 12 level or higher. In such an environment it's easy to tell who the tough guys are, they go outside of heavily patrolled hexes.

About Me

A RPG player who thinks he has something to share. Discovered wargaming at the age of 9 or so thanks to Avalon Hill. Started playing D&D in the later days of the 70's as one of those annoying kids and currently games with spouse, family and friends.